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Action Nodes

Action nodes 🟦 perform non-visual side effects — they execute system operations, control game objects, trigger events, and interact with Unity systems.

Color Coding: Blue (🟦) — easily identifiable as system operations

Overview​

  • Purpose: Execute system operations, control objects, trigger events, modify state
  • Execution: Instant or timed — can execute immediately or wait for duration
  • Outputs: One or more output ports for continuing execution
  • Activation: Receives execution from triggers, animations, or conditions

Common Characteristics:

  • Instant Operations: Most actions execute immediately (Set Active, Play Audio)
  • Timed Operations: Some actions wait for duration (Wait)
  • System-Level: Affect game systems beyond visual changes
  • Event-Driven: Often used to trigger other game logic

Action Categories​

Actions are organized into functional categories:

CategoryExamplesDescription
SystemLog Message, Wait, Set VariableGeneral system logic and data operations
GameObjectSet Active, Enable/Disable ComponentObject and component control
UIShow/Hide UI, Set TextUI manipulation and text updates
AudioPlay AudioSound playback and audio control
AnimationPlay AnimationAnimator and Legacy Animation triggering
Scene/GraphLoad Scene, Pause/Resume Graph, Stop Graph, Reset GraphGraph or scene management
EventInvoke Unity EventEvent-driven system integration

Quick Reference Table​

Action TypeUse CaseTypical Target
Log MessageDebug output, action loggingConsole
Set ActiveToggle GameObject visibilityGameObject Active State
Play AudioSound effects, background musicAudioSource, Audio Clips
Play AnimationTrigger Animator/AnimationAnimator Component, Animation Clips
Load SceneLevel transitionsScene Name String
Invoke Unity EventCommunicate with other systemsUnityEvent Reference
Set VariableStore game statePlayerPrefs Variables
Increment VariableModify game variablesPlayerPrefs Variables
Show/Hide UIControl UI visibilityUI GameObject
Set TextUpdate text contentText Component
Pause/Resume GraphControl graph executionGraphExecutor Component
Stop GraphStop graph executionGraphExecutor Component
Reset GraphReset graph stateGraphExecutor Component
WaitTiming delaysTime Duration
Enable/Disable ComponentToggle component stateComponent References

Common Action Nodes​

Log Message​

Purpose: Writes messages to Unity's console for debugging and logging

Configuration:

  • Message: Text to display in console
  • Log Type: Log, Warning, or Error

Example:

On Start → Log Message (Type: Log, "Game Started")

Set Active​

Purpose: Shows or hides GameObjects by setting their active state

Configuration:

  • Target Object: GameObject reference
  • Set Active: True to show, false to hide
  • Toggle Mode: Toggle current state

Example:

On Button Click → Fade Out (Panel) → Wait 0.5s → Set Active (Target: Panel, Active: false)

Play Audio​

Purpose: Plays audio clips through an AudioSource component

Configuration:

  • Audio Source: AudioSource component (auto-created if null)
  • Audio Clip: Sound file to play
  • Volume: Audio volume (0.0 to 1.0)
  • Pitch: Audio pitch (0.1 to 3.0)
  • Loop: Whether audio repeats
  • Stop Previous: Stop currently playing audio before starting

Example:

On Button Click → Play Audio (Clip: "Click Sound", Volume: 0.8)

Play Animation​

Purpose: Triggers Animator (Mecanim) or Legacy Animation clips

Configuration:

  • Target Animator: Animator component (Mecanim)
  • Trigger Name: Animator trigger parameter name
  • State Name: Animator state name
  • Use Trigger: Use trigger (true) or state (false)
  • Cross Fade Duration: Transition duration for state
  • Target Animation: Legacy Animation component
  • Animation Clip: Legacy animation clip
  • Play Legacy Animation: Use Legacy Animation instead of Animator

Example:

On Button Click → Play Animation (Animator: Player, Trigger: "Attack")

Load Scene​

Purpose: Loads Unity scenes synchronously or asynchronously

Configuration:

  • Scene Name: Name of scene to load
  • Load Mode: Single (replace) or Additive (add to current)
  • Async Load: Load asynchronously with progress
  • Show Loading Screen: Display loading UI during load

Example:

On Button Click → Fade Out (Current Screen) → Load Scene (Scene: "GameLevel", Mode: Single)

Wait​

Purpose: Pauses execution for a specified duration

Configuration:

  • Duration: Time to wait in seconds
  • Use Unscaled Time: Ignore Time.timeScale

Example:

On Start → Fade In → Wait 1s → Scale Up

Set Variable / Increment Variable​

Purpose: Store or modify game variables (PlayerPrefs)

Configuration:

  • Variable Name: Name of variable to set/increment
  • Value: Value to set (Set Variable) or amount to add (Increment Variable)
  • Variable Type: Int, Float, or String

Example:

On Achievement Unlocked → Set Variable (Name: "AchievementsUnlocked", Value: 5, Type: Int)

Show/Hide UI​

Purpose: Control UI element visibility

Configuration:

  • Target UI: UI GameObject reference
  • Show: True to show, false to hide

Example:

On Button Click → Show UI (Target: "HUD", Show: true)

Set Text​

Purpose: Update text content dynamically

Configuration:

  • Target Text: Text component reference
  • Text: New text content

Example:

On Score Changed → Set Text (Target: "ScoreText", Text: "Score: 100")

Graph Control Actions​

Pause/Resume Graph: Pause or resume graph execution Stop Graph: Stop graph execution completely Reset Graph: Reset graph to initial state

Example:

On Pause Button Click → Pause Graph
On Resume Button Click → Resume Graph

Key Takeaways:

  • Action nodes = system operations — They perform non-visual tasks
  • Instant or timed — Most execute immediately, some wait for duration
  • System-level — Affect game systems beyond visual changes
  • Event-driven — Often used to trigger other game logic

Next: Event Nodes